CN103873457A - Method and equipment for balancing loads among game servers - Google Patents

Method and equipment for balancing loads among game servers Download PDF

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Publication number
CN103873457A
CN103873457A CN201210570547.6A CN201210570547A CN103873457A CN 103873457 A CN103873457 A CN 103873457A CN 201210570547 A CN201210570547 A CN 201210570547A CN 103873457 A CN103873457 A CN 103873457A
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game
scene
player
server
predetermined threshold
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伊群
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EVERYONE GAME NETWORK TECHNOLOGY DEVELOPMENT (SHANGHAI) Co Ltd
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EVERYONE GAME NETWORK TECHNOLOGY DEVELOPMENT (SHANGHAI) Co Ltd
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Abstract

The embodiment of the invention provides a method and equipment for balancing loads among game servers. The method comprises the step of counting the number of players who currently play the game in at least one scene of at least one game server. The method also comprises the step that when the number exceeds the preset threshold value, establishing the game scene same as the at least one game scene on at least the other one game server. The method further comprises the step of transferring the subsequent players who plan to enter the at least one game scene for playing the game to the established game scene. By the method and equipment provided by the embodiment of the invention, the loads of multiple game servers can be effectively balanced, so the use rate of the game server resources is improved, and a better game experience is provided for the players.

Description

For the method and apparatus of load balancing between game server
Technical field
The embodiments of the present invention relate generally to webserver.More specifically, embodiments of the present invention relate to the method and apparatus for load balancing between game server.
Background technology
Interactive, the emulation that online game is powerful and athletics, not only make game player can bring into play the potential that real world cannot represent in virtual world, also deployed with devices and the managerial ability of game operator proposed to high requirement simultaneously.The basic characteristics of online game are scale effects, be that number of players increases by geometric progression, and the variation of the more game of player is just more, playability is just higher, just having more multiplayer is attracted and adds, the huge customer group of final formation, for example simultaneously online number can reach hundreds thousand of even up to a million.Meet the online interaction application of this scale, require quite high to the overall performance of games system.Online game operator need to build there is high stability, high load capacity and the gaming network of multifrequency nature such as can monitor in real time.In the time that online game exists intermittent Concurrency Access amount to uprush, need games system can tackle calmly under various application scales.Therefore, reliable and stable network environment and server platform are most important in online game operation.
In gaming network, game server loads game content, is player's play place.Conventionally the existence that game server can be not single, but there is one " group " such game server, the visitor of every game server carrying some, when player on a game server too much, and other game server is while existing player not enough, need between many game servers, carry out load balancing.When cannot realize between multiple game servers load balancing time, the problem of server " card " is by because exploding of player's number highlights.This problem will be brought bad game experiencing, and causes potential player to run off concerning game operator.
Therefore, in prior art, need a kind of method and apparatus for load balancing between game server.Utilize the method and equipment, can realize the load of multiple game servers is managed dynamically and distributed, improve the operational efficiency of game server, thereby provide good game experiencing to game player.
Summary of the invention
The technical problem that embodiments of the present invention will solve is the load balancing how realizing between game server, thereby improves the operational efficiency of game server, for game player provides good game experiencing.
In order to solve above-mentioned technical problem, one aspect of the present invention provides a kind of method for load balancing between game server.The method comprises the number of adding up the current player who plays at least one scene of game of at least one game server.The method also comprise when described in while outnumbering predetermined threshold, at least one other game server, create the scene of game identical with described at least one scene of game.Further, the method comprises that follow-up plan is entered to the player that described at least one scene of game plays to be transferred in created scene of game.
According to an embodiment of the invention, wherein according to different scene of game, different predetermined thresholds is set.
According to another implementation of the invention, the frequency wherein occurring in whole game process according to described scene of game arranges described predetermined threshold.
According to another execution mode of the present invention, wherein according to the disposal ability of described at least one game server, described predetermined threshold is set.
According to another execution mode of the present invention, wherein create the scene of game identical with described at least one scene of game and comprise and create described identical scene of game with idle game resource.
According to an embodiment of the invention, wherein create the scene of game identical with described at least one scene of game and comprise that wherein said other scene of game are the less scene of game that appear at wherein of player with keeping for the game resource of other scene of game to create described identical scene of game.
According to another execution mode of the present invention, wherein said game resource is the one or more threads relevant to scene of game.
According to another implementation of the invention, further comprise in the time that the number of players in described at least one scene of game is less than predetermined threshold, stop the follow-up player who enters game to transfer in created scene of game; And in the time that described at least one scene of game is less than predetermined threshold with the number of players sum in the scene of game creating, the player in the scene of game of described establishment is transferred back to described at least one scene of game and deletes the scene of game creating.
Another aspect of the present invention provides a kind of equipment for load balancing between game server.This equipment comprises statistic device, is configured for the current player's who plays at least one scene of game of at least one game server of statistics number.This equipment also comprises creation apparatus, be configured for when described in while outnumbering predetermined threshold, at least one other game server, create the scene of game identical with described at least one scene of game.Further, this equipment comprises transfer device, is configured for the player that described in follow-up plan is entered, at least one scene of game is played and transfers in created scene of game.
By the method and apparatus for load balancing between game server of embodiments of the present invention, the idling-resource that can make full use of one group of game server creates or copies (or clone) and goes out the numerous scene of game of number of players, and follow-up player is transferred in this scene of game copying, thereby realize the efficient utilization of resource between game server, reach the technique effect of load balancing.
Accompanying drawing explanation
According to the detailed description of the illustrative embodiments below in conjunction with accompanying drawing, above and other object of the present invention, Characteristics and advantages will become obviously, in the accompanying drawings:
Fig. 1 illustrates the network architecture that the games system of game services is provided to game player;
Fig. 2 schematically shows according to the flow chart of the method for load balancing between game server of one embodiment of the present invention;
Fig. 3 schematically shows the detail flowchart of the method for load balancing between game server of another execution mode according to the present invention; And
Fig. 4 is the block diagram that schematically shows the equipment for load balancing between game server of another execution mode according to the present invention.
Embodiment
Embodiments of the present invention according to number of players in the scene of game on a game server number determine whether on another one game server, to create with the identical scene of this scene, thereby follow-up plan enters the player of this scene of game and can transfer on the server that has created this identical game scene, realizes thus load balancing between effective game server.
Describe multiple execution mode of the present invention in detail below in conjunction with corresponding accompanying drawing.
Fig. 1 illustrates the network architecture 100 that the games system of game services is provided to game player.This network architecture 100 comprises player 1-3, game gateway 1 and 2, logging in gateway server, logon server, game server 1-3, database server, and player 2 and 3 base station and the wireless core networks that are connected with logging in gateway server to game gateway are provided.All kinds of servers in the above-mentioned network architecture 100 can be disposed and be built by game operator, and radio communication operator can provide if player 2 and 3 wireless game equipment is to the access of gaming network.In the time that game player intends to play a game, it can be linked into logon server by logging in gateway server, thereby warp signs in to game server by game gateway server after input validation information.The gateway architecture here provides the server of game services and player to keep apart by actual effectively, thereby constructs the good game environment of network security performance, prevents the access of hacker or malicious players.
It should be understood that the network architecture 100 is above only exemplary, the actual network architecture can be according to the difference of number of players, game content size, player distributed areas, network capacity and available bandwidth difference.In addition, in order to provide more sane, reliable and to hold more multiplayer's gaming network, game operator can increase the server of various other types, thereby forms the network topology and the composition that are different from the exemplary network architecture 100 herein.
In superincumbent exemplary network architecture, game server is player's play place, and it is loading game content and is providing game required multiple scenes.Game operator can only not dispose a game server conventionally, but builds one group of such game server, the visitor of every station server carrying some.Conventionally, game server records role's action, experience or scene of game etc., and concrete various types of games numerical value is embodied in database server.In game server group, conventionally adopt the pattern of N+1, there is a station server to prepare at any time to take over the server breaking down as standby host.Because game server is the application core of online game, so its visit capacity is doomed can be very large, namely higher to computing capability and bandwidth requirement.
Conventionally, an online game meeting comprises hundreds of scene of game, plays therein for player.The scene of game of such huge amount can be arranged on many game servers, and example is game server 1-3 as shown in Figure 1.The time sequencing that can occur according to scene of game is arranged, for example first three hundred scene of game is arranged in to game server 1, and 300 scenes of centre are arranged on game server 2, and 300 last scene of game are arranged on game server 3.It is flat-footed a kind of mode that the scene of even now is arranged, but has just started listing and player and can cause when few the wasting of resources of game server in a game.Be arranged as example with scene above, the initial or preliminary survey phase in game, most of or nearly all game player can appear in first three hundred scene of game, and probably can appear at thick and fast in front tens scene of game.In the time that game player appears in these scene of game thick and fast, will inevitably cause remarkable load and pressure to game server 1.In the time that players number to be processed is too much, the disposal ability of game server 1 and processing speed will decline, and cause advancing of role in scene of game slow, occur common " card " phenomenon.And for game server 2 and 3, it is furnished with the scene of game that game mid-term and the later stage just there will be, and the initial stage that these scene of game go on the market in game or player try the object for appreciation phase and are entered or play by player hardly.Therefore,, in game initial period or examination object for appreciation phase, game server 2 and 3 is conventionally in underrun state.Such game server is disposed the waste that obviously causes resource, causes lower server process efficiency.Even initial multiple scene of game are arranged between game server 1-3, still may the presence server wasting of resources or the not high phenomenon of utilance.
For this reason, embodiments of the present invention propose to check whether the number of players of playing in certain scene on a game server exceeds threshold value.If outnumber certain threshold value, may there is service overload phenomenon in this game server now, should on another game server, copy the scene of game that this player is numerous, and in follow-up game, the player who wants to enter this scene of game is transferred to this game server that copies scene of game from initial game server, thereby realize the load balancing between game server, and realize the dynamically effectively management to player.
Fig. 2 schematically shows according to the flow chart of the method 200 for load balancing between game server of one embodiment of the present invention.As shown in Figure 2, in step S201, method 200 is added up the current player's who plays at least one scene of game of at least one game server number.Then,, in step S202, when described, while outnumbering predetermined threshold, method 200 creates the scene of game identical with described at least one scene of game at least one other game server.
In one embodiment, can different predetermined thresholds be set according to different scene of game.For example, for not easy care or the comparatively scene of game of complexity, what predetermined threshold can be arranged is lower, so that player is still less linked into this scene, and in the time that player is many, follow-up player can be migrated out to this scene and be linked on other game server, thereby effectively alleviate the processing pressure of current game server.Conversely, the simple and more manageable scene of player for scene, what predetermined threshold can be arranged is higher, so that more player can be linked in scene of game and only in the time that number of players exceedes this higher thresholds, just carry out follow-up player's transfer.Being provided with is like this beneficial to the disposal ability maximization that realizes game server.
In one embodiment, the frequency wherein occurring in whole game process according to scene of game arranges described predetermined threshold.Specifically, in some online game, some scenes can appear at each stage of game repeatedly, and the number of players of now playing in these scenes can increase, therefore can be by threshold value setting lower, cause the appearance of " card " phenomenon to prevent current game server process overload.
In one embodiment, creating the scene of game identical with described at least one scene of game comprises and creates described identical scene of game with idle game resource.In another embodiment, create the scene of game identical with described at least one scene of game and comprise that wherein said other scene of game are the less scene of game that appear at wherein of player with keeping for the game resource of other scene of game to create described identical scene of game.For example,, by appropriate the marking off of resource of allocating in advance to later stage scene of game, for the service of scene of game in early stage.Here, game resource can be the one or more threads relevant to scene of game, by discharging the scene of game of some idle threads for copying.
Then,, in step S203, the player that described in method 200 enters follow-up plan, at least one scene of game is played transfers in created scene of game.In other words,, for follow-up player, in the time that it has selected to have numerous players' scene, consistency operation can be linked on another game server that copies this same scene.
That is to say, on another game server, create or clone the scene that the scene numerous with number of players is identical by above-mentioned, the follow-up player who wants to enter this scene of game can be transferred on another game server.Due to the idling-resource having for creating this identical game scene, this another game server can participate in the player's load balancing for this scene of game.
Although not shown, in one embodiment, in the time that the number of players in described at least one scene of game is less than predetermined threshold, method 200 stops the follow-up player who enters game to transfer in created scene of game.In the time that described at least one scene of game is less than predetermined threshold with the number of players sum in the scene of game creating, method 200 is transferred back to the player in the scene of game of described establishment described at least one scene of game and deletes the scene of game creating.By such operation, can be in the time that number of players reduce, discharge the resource on another game server, thereby realize user assignment and resource management flexibly between game server.
Fig. 3 schematically shows the detail flowchart of the method 300 for load balancing between game server of another execution mode according to the present invention.As shown in Figure 3, method 300 starts from step S301.In step S302, method 300 is added up the number of players in each scene of game on current game server.Take the game server 1 in Fig. 1 as example, it may store 50 scene of game, respectively the different progresses of game representation.For these 50 scenes, server can monitor the number of players in each scene of game.For the online game of a firm issue, now player is more arranged in multiple scenes of game starting stage, and therefore can count on the number of players in these scenes.
In step S303, method 300 compares the number of players of each scene of game counting on and predetermined threshold.As previously mentioned, this predetermined threshold can arrange according to the disposal ability of the complexity of the frequency of occurrences of scene, scene and game server.For example, suppose for scene of game A, game server 1 can be processed 2000 players' access request, in the time that access or the number of players that enters into this scene of game A exceed this number, game server 1 will probably enter the state of service overload, and along with increasing player enters this scene of game, the game of player in this scene of game advanced and will be become very " card ", causes poor game experiencing.
Then, method 300 advances to step S304, and game server records the scene of game that number of players exceedes predetermined threshold herein.For example, scene of game A above, in the time that the number of players of game therein reaches predetermined threshold 2000, game server will record this scene of game A automatically.
At step S305, whether available free method 300 will determine in other game server resource.Here, this other game server can be the game server group that is subordinate to a game with the game server that may transship, and its current not service overload, or it may be processed in the underload state of service.Additionally, this other game server can be the ad hoc server for the treatment of service overload situations.Describedly determine and can be undertaken by the number of players of adding up on this other game server, or by monitoring that idle thread number or the CPU usage of server etc. on this other game server carry out.The description is here only exemplary, and those skilled in the art can utilize any supervision means, device or the equipment of known or following exploitation to determine the whether available free resource of game server, thereby may participate in load balancing.
Then, flow process advances to step S306.At this step place, method 300 these other game servers of indication create, copy or clone the scene of game identical with the scene of game that exceedes threshold value.At step S307 place, the player who enters the scene of game that exceedes threshold value intended in method 300 records, and can indicate it will be linked on another game server to player by demonstration or the hidden mode of showing.Alternatively, can complete this operation by the mode on backstage, player is without knowing that it is linked in the scene of game copying.Then, in step S308, method 300 is transferred to follow-up player on other game server, thereby player can play in the scene of game that this copies.
By the operation of above-mentioned steps, can effectively between game server, carry out load balancing, thereby realize the utilization of resources maximization of game server, simultaneously also for player brings good game experiencing.
Additionally, method 300 can be followed the number of players of adding up in the scene of game copying in step S309, and in step 310, method 300 can monitor player's total number of the identical game scene on two game servers, and in the time that total number is less than predetermined threshold, the scene of game that this can be copied is deleted.For example, when follow-up player is transferred to after game server 2, for example, along with the game past in peak period (8 o'clock to 12 o'clock evening), on game server 2 copy scene of game in the players number of playing can reduce gradually.In the time that player's total number of the identical game scene on game server 1 and 2 is less than predetermined threshold 2000 people, now on game server 2, move identical scene of game and there is no need and may cause the waste of resource., the current player on game server 2 can be transferred on game server 1, this can be undertaken by the mode of expressing, for example, notify player by the mode of message for this reason.Or, destroyed for fear of game stationarity, can, in the time that player logins again, directly player be transferred on game server 1.Only so just realize in the time of game server 1 oepration at full load, just too much player has been transferred on other game server, thereby further improved the resource utilization of server, and saved cost of serving and the expense of game operator.
Finally, method 300 finishes at step S311 place.Can find out, by the scene of game that in method 300, operation copies on other game server, and follow-up player be transferred on this game server, realize well the load balancing between game server.Further, disposal ability and the service efficiency of game server are significantly improved, thereby have not only saved operation cost and the expense of game operator, also for player provides good game experiencing, avoid interruption or the delay of game process.
Fig. 4 is the block diagram that schematically shows the equipment 400 for load balancing between game server of another execution mode according to the present invention.This equipment 400 comprises statistic device 401, creation apparatus 402 and transfer device 403.In equipment 400, statistic device 401 is configured for the current player's who plays at least one scene of game of at least one game server of statistics number (being the step S302 in step S201 or the method 300 in manner of execution 200), creation apparatus 402 be configured for when described in while outnumbering predetermined threshold, on at least one other game server, create the scene of game (be step S306 in step S202 or method 300 in manner of execution 200) identical with described at least one scene of game, and transfer device 403 is transferred to created scene of game (being the step S308 in step S203 or the method 300 in manner of execution 200) for the player who follow-up plan is entered to described at least one scene of game and play.Can find out, can realize the method 200 and 300 illustrating respectively in Fig. 2 and Fig. 3 by actuating equipment 400.
To sum up, by reference to the accompanying drawings each execution mode of the present invention is described in detail.It will be appreciated by those skilled in the art that embodiments of the present invention can realize by hardware, software, firmware, module or its combination, also can embody the present invention in computer program set on the signal bearing medium for any suitable data treatment system.Sort signal bearing medium can be transmission medium or the recordable media for machine sensible information, comprises magnetizing mediums, light medium or other suitable media.The example of recordable media comprises: the disk in hard disk drive or floppy disk, the CD for CD-ROM drive, tape, and thinkable other media of those skilled in the art.One skilled in the art would recognize that any communication terminal with suitable programmed device all can carry out the step of the inventive method as embodied in program product.
It should be noted in the discussion above that for the present invention is easier to understand, it is known, some ins and outs more specifically for a person skilled in the art that description has above been omitted.
Although disclose specific implementations of the present invention, it will be appreciated by those skilled in the art that and can make a change and can not depart from the spirit and scope of the present invention for specific execution mode.Therefore, the invention is not restricted to specific execution mode, and claims comprise any and all such application, modification and execution mode in the scope of the invention.

Claims (16)

1. for a method for load balancing between game server, comprising:
Add up the current player's who plays number at least one scene of game of at least one game server;
While outnumbering predetermined threshold, at least one other game server, create the scene of game identical with described at least one scene of game when described; And
The player that described in follow-up plan is entered, at least one scene of game is played transfers in created scene of game.
2. method according to claim 1, wherein arranges different predetermined thresholds according to different scene of game.
3. method according to claim 1, the frequency wherein occurring in whole game process according to described scene of game arranges described predetermined threshold.
4. method according to claim 1, wherein arranges described predetermined threshold according to the disposal ability of described at least one game server.
5. method according to claim 1, wherein creates the scene of game identical with described at least one scene of game and comprises and create described identical scene of game with idle game resource.
6. method according to claim 1, wherein create the scene of game identical with described at least one scene of game and comprise that wherein said other scene of game are the less scene of game that appear at wherein of player with keeping for the game resource of other scene of game to create described identical scene of game.
7. according to the method described in claim 5 or 6, wherein said game resource is the one or more threads relevant to scene of game.
8. method according to claim 1, further comprises:
In the time that the number of players in described at least one scene of game is less than predetermined threshold, stop the follow-up player who enters game to transfer in the scene of game of described establishment; And
In the time that the number of players sum in the scene of game of described at least one scene of game and described establishment is less than described predetermined threshold, the player in the scene of game of described establishment is transferred back to described at least one scene of game and deletes the scene of game of described establishment.
9. for an equipment for load balancing between game server, comprising:
Statistic device, is configured for the number of adding up the current player who plays at least one scene of game of at least one game server;
Creation apparatus, be configured for when described in while outnumbering predetermined threshold, at least one other game server, create the scene of game identical with described at least one scene of game; And
Transfer device, is configured for the player that described in follow-up plan is entered, at least one scene of game is played and transfers in created scene of game.
10. equipment according to claim 9, wherein arranges different predetermined thresholds according to different scene of game.
11. equipment according to claim 9, the frequency wherein occurring in whole game process according to described scene of game arranges described predetermined threshold.
12. equipment according to claim 9, wherein arrange described predetermined threshold according to the disposal ability of described at least one game server.
13. equipment according to claim 9, wherein said creation apparatus is further configured for and creates described identical scene of game with idle game resource.
14. equipment according to claim 9, wherein said creation apparatus is further configured for keeping for the game resource of other scene of game to create described identical scene of game, and wherein said other scene of game are the less scene of game that appear at wherein of player.
15. according to the equipment described in claim 13 or 14, and wherein said game resource is the one or more threads relevant to scene of game.
16. equipment according to claim 9, further comprise:
Arresting stop, is configured in the time that the number of players in described at least one scene of game is less than predetermined threshold, stops the follow-up player who enters game to transfer in created scene of game; And
Delete device, be configured in the time that the number of players sum in the scene of game of described at least one scene of game and described establishment is less than described predetermined threshold, the player in the scene of game of described establishment is transferred back to described at least one scene of game and deletes the scene of game of described establishment.
CN201210570547.6A 2012-12-17 2012-12-17 Method and equipment for balancing loads among game servers Pending CN103873457A (en)

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CN106790391A (en) * 2016-11-25 2017-05-31 北京像素软件科技股份有限公司 A kind of game server dispatching method and device
CN106991013A (en) * 2017-04-18 2017-07-28 腾讯科技(深圳)有限公司 A kind of method and device handled resource request
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Application publication date: 20140618